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[RM2K3] Manually track the order of party members

Uh oh, I guess I spoke too soon. Turns out there is one bug with this. When the player moves into a spot that's next to an unpassable tile, and Shift is pressed 4 times, sometimes the last two party members will move into an unpassable tile.

To make it more clear I made this video:

Do you think the problem is in the Caterpillar or in the code above?

[RM2K3] Manually track the order of party members

Awesome, it works flawlessly now. Thanks a lot.

That turn-based battle system might be useful in the future, so also thanks for that link.

[RM2K3] Manually track the order of party members

Well it sounds nice and I would do it but to be honest even if I can find out the order of party members, will this thing get any easier? Right now I've assigned a number to each party member slot which seems to do the same thing.

[RM2K3] Manually track the order of party members

I do use the default battle system, but I modified it a bit to be more like Rm2k's battle system.

And I use Rm2k3 1.08

[RM2K3] Manually track the order of party members

It reduces the lag a bit but not entirely, and also after a few seconds the game just freezes.

[RM2K3] Manually track the order of party members

Okay, so I tried some shit out.

However, I changed things up a bit. Instead of being able to freely re-arrange party members, I made it so that when the player presses Shift, every party members moves up a slot.

So the player starts out with four party members, in the order of Hero (Alex), Follower (Brian), Third (Azure), and Rearguard (Don Miguel).

If the player presses Shift, the order becomes Follower, Third, Rearguard, Hero. If the player presses Shift again, it becomes Third, Rearguard, Hero, Follower. If the player presses Shift again, it becomes Rearguard, Hero, Follower, Third. And if the player presses Shift once more it again becomes Hero, Follower, Third, and Rearguard.

Anyway, it works, but there is one problem: I get huge lag because I have two parallel process common events running at the same time.

These are the common events I'm using:

This event assigns a number to the total amount of party members (though that's still irrelevant here) and a number to each party member. When Shift is pressed, all party members move up a number.



This event constantly checks what the number is of the variable First Party Member, and by knowing that it re-arranges the party to the correct order by removing all party members and re-adding them in the correct order. It works seamlessly.




This is actually flawless save for the fact of the lag. It's not like the entire game freezes up, but it does become unplayable.

Is there any way to make this more compact?

[RM2K3] Manually track the order of party members

Does it really work that way? I never thought you could use the hero numbers in the database with variables. It does make sense though, gonna try it out later today.

[RM2K3] Manually track the order of party members

I thought I'd need to use variables, but I don't know how to make it work.

Introduction to pixel movement in rm2k3

It is kind of amazing to be able to do this, but to be quite honest, the amount of work it takes for each and every collision object or NPC, it just isn't worth it.

[RM2K3] Manually track the order of party members

Hello,

In my RM2K3 game, I have a Caterpillar system (Kentona's, to be precise), but now I have a problem.

You see, when I re-arrange the order of party members in-game, only the sprite of the Hero changes. The following three don't change.

This is because I don't know of a way to keep track of the order of party members, in other words, which party member is in which character slot. If I can somehow keep track of that, I can change the Caterpillar sprites accordingly.

So, is there a way to do it?